Let’s Play EoTB 3 #17: ...And Nowhere to go but the Drink

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Previously I talked of the difficulties in navigating submerged areas in this game and Dungeon Hack, as well as the methods a party can use to help mitigate said issues. Once those are overcome, submerged levels are much like any other with the exception of null magic zones. We’ve encountered one of these before, a place where all active magic effects are dispelled and no spells can be cast to replace them. What would be a minor inconvenience anywhere else becomes a very dangerous obstacle when you’re underwater. Fortunately magic items still function even though they shouldn’t, meaning that helms of water breathing still function. Were this not the case, going through such areas underwater would be all-but impossible; with such a helm, it is instead exceptionally difficult.

If you find yourself needing to go through such a place, you need to choose carefully who will wear the helms of water breathing you have. Some would argue that you need to protect your mages as they’re the ones who are needed to recast water breathing once you get past the null magic area. Personally, I think the clerics are far more important, as they’re the ones who will resurrect any party members who perish, including your wizards. We don’t have access to a handy resurrection altar like we did in the second game and, as far as I know, nobody else in the party can use the raise dead scrolls that we have, so keeping at least one cleric alive is essential. Ideally we wouldn’t want anyone to die and we can use our huge stockpile of potions to try and make sure that doesn’t happen, though how they can drink the potions underwater is a question for another time.

All of the above is, of course, is information we won’t ever need to act on, as I doubt the game will throw a null magic area we have to navigate through to complete the game.

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